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AGP: The Discussion Thread (ideas & suggestions are welcome) (Read 112269 times)

Started by Bad Mr. Basara, October 04, 2011, 11:55:18 pm
AGP: The Discussion Thread (ideas & suggestions are welcome)
New #1  October 04, 2011, 11:55:18 pm
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ORIGINAL FULLGAME THREAD HERE: http://mugenguild.com/forumx/index.php?topic=117910.0


Well, since admins won't make me a subforum for my fullgame, I'm making this the idea I wanted to do in the subforum: A DISCUSSION THREAD ABOUT IDEAS FOR THIS FULLGAME. And before you asked, I won't post this in the fullgame thread because this isn't count as advances in my fullgame, and I want to leave that thread just for that.

The first of all I need ideas (the reason why I posted this here) for these themes:
So welcome to this thread and feel free to comment. Any ideas are welcome ;)
Last Edit: January 17, 2014, 05:39:20 am by Basara "Jojo" Pilgrim
Re: Anti-Gouki Project: The Discussion Thread
#2  October 05, 2011, 05:10:18 pm
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Well, I always had this idea for a fullgame lifebar thing where the lifebars would just be bars, you know. But the portraits would be part of the bar.
You know, kinda like this.


Except, you know, not as terrible looking.
Re: Anti-Gouki Project: The Discussion Thread
#3  October 06, 2011, 10:55:30 am
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I can give a try at voice acting. Plus, Zero de Armentis did an awesome sheet translating SF3 Gouki into CvS, maybe you can use it as the "main" Gouki.


(It would be a shit if those sprites doesn't gets an use :( )
Re: Anti-Gouki Project: The Discussion Thread
#4  October 06, 2011, 11:59:29 pm
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Oh man, I remember this, I've been meaning to search this out again. I like Blackmore's idea of the faces mixing with the power/lifebars. The game is all about Gouki, so why not amp that up to the next level? Heh.
Re: Anti-Gouki Project: The Discussion Thread
#5  October 11, 2011, 02:25:42 am
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@Blackmore: Well, it's not a bad idea :P but still need a design for lifebars, I still don't know how to make them :-\

@Felo: Sure, you're welcome to make voices for some of the clones ;) About Zero's Akuma, I've to look about those sprites, I think he PMed me with them once... let me see it

Thanks for your comments, keep posting more ideas or offerings about voices ;)
Re: Anti-Gouki Project: The Discussion Thread
#6  October 12, 2011, 10:58:05 pm
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OK, guys, I've cleared these 2 points:
-Sparks & sounds: I'll use Darkstalkers ones, mainly from Night Warriors (thanks to felineki for the sparks and Shin_Mamoru_X for sounds). These ones aren't so used in MUGEN and are perfects for my fullgame, IMO (you can discuss about it if you're disagree)
-Voice actors: I got Duo Solo's generic male voices pack, which I think I can give them a good use in some of element clones, but still need more voice actors. Maybe I should make a topic about it in Development Resources or MUGEN Discussion if this thread don't work

Still looking for a good design for lifebars, my main priority now. Apart of make a big-fix-pack for the 4 clones already released (Kung Fu Fan, The Projectile, Powerless One and Gouki Higashi), of course
Re: Anti-Gouki Project: The Discussion Thread
#7  October 12, 2011, 11:03:57 pm
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I'll go ahead and make a better, more appealing design for some lifebars if you want.

Re: Anti-Gouki Project: The Discussion Thread
#8  October 12, 2011, 11:14:23 pm
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Re: Anti-Gouki Project: The Discussion Thread
#9  October 13, 2011, 12:25:12 am
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I'd be down for voicing a couple characters as well. :) I'm thinking HulkGouki
Re: Anti-Gouki Project: The Discussion Thread
#10  October 13, 2011, 12:37:49 am
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Re: Anti-Gouki Project: The Discussion Thread
#11  November 03, 2011, 08:56:50 pm
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Well, I get back to work in this fullgame project, so I was "om nom nom"-ing some ideas for the game. I was thinking in something like this:

Not like SFA3, I mean with the clones in the middle to select (3 columns x 5 rows) and the portraits to both sides, all of this with tech elements, something like black/circuits background and a font like OCR-A in green.

For the lifebars, I was thinking in some fonts like 80s computer fonts, all in green to the same way than OCR's. I made some designs in Photoshop I wanted to implement in some way to MUGEN, Later I'll post them ;)
Re: Anti-Gouki Project: The Discussion Thread
#12  November 04, 2011, 01:24:44 am
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In a game full of Goukis, even the lifebars are him. (Remembered I still had these around.)

MDD

Re: Anti-Gouki Project: The Discussion Thread
#13  November 04, 2011, 01:29:18 am
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I like Rolento's design. If it's possible, you should make it so that the color of the head and outline changes depending on which Akuma clone you choose.
Re: Anti-Gouki Project: The Discussion Thread
#14  November 04, 2011, 01:33:21 am
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OMG, I totally forgot these lifebars :D
Well, let's see how works, bur probably I've to add Gouki's heads to clones' SFF to change the colors on it. OK, gonna try it then, thanks for remind me about that rolento (and for the design, of course)
Re: Anti-Gouki Project: The Discussion Thread
#15  November 05, 2011, 07:56:23 pm
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Re: Anti-Gouki Project: The Discussion Thread
#16  November 05, 2011, 08:20:19 pm
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Slime and Kuromaru on the same roster as men?

Busted. 
Re: Anti-Gouki Project: The Discussion Thread
#17  November 05, 2011, 08:41:08 pm
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Wow Basara-Kun, I didn't know you were into watching Alessi getting raped...

it's because they are already content with what they have done, mugen is not a paying job so as long as the charcter works for a creator that's enough; one's persons crouching while running is another person's change it to pots style.
Re: Anti-Gouki Project: The Discussion Thread
#18  November 07, 2011, 04:15:07 am
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Re: Anti-Gouki Project: The Discussion Thread
#19  November 07, 2011, 05:21:20 am
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That is viewtiful 8) I am hyped for this now :P I like this player select screen for your project but what about 2nd player's big portrait showing up? It only show a single player's big portrait
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Last Edit: November 07, 2011, 05:25:30 am by devilgenemugen
Re: Anti-Gouki Project: The Discussion Thread
#20  November 07, 2011, 06:32:01 pm
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Well, I did that in Photoshop, isn't a MUGEN select screen. The original idea was something like this, but I wasn't sure about where to put 2P portrait in that moment, in that moment I was thinking about put it below the 1P portrait (something like KOF2002 select screen) but later I realize to make it like that SFA3 screenpack...

Here I should get more time, since I'm still learning how to make screenpacks, but you know the idea I'm thinking for the game :P
Re: Anti-Gouki Project: The Discussion Thread
#21  November 13, 2011, 05:10:26 pm
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After seeing this release thread, I was thinking in a kind of bonus game for my fullgame, something like "Clone Army Bonus", where a lot of unfinished clones (just with the basics, no specials nor supers) comes to attack the clone you choosed.

For me, as I said in that thread, the real release is the Army Code, not the Sonic & Mario applies to that code, so maybe I can use it to make this kind of fullgame. What do you think?? Is this a good idea for my fullgame??
Re: Anti-Gouki Project: The Discussion Thread
#22  November 13, 2011, 11:17:52 pm
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For me, as I said in that thread, the real release is the Army Code, not the Sonic & Mario applies to that code, so maybe I can use it to make this kind of fullgame. What do you think?? Is this a good idea for my fullgame??

It does sound like a pretty neat idea, though it could look like they have missing limbs, or screwed up anatomy.
To give it that 'failed clone' look.
Re: Anti-Gouki Project: The Discussion Thread
#23  November 13, 2011, 11:28:30 pm
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I wouldn't use Marky's code though. IIRC, the code is prone to bugs and glitches.

Maybe you could look at Pots Strength training or Most mysterious's Rox Howard clones instead.
Re: Anti-Gouki Project: The Discussion Thread
#24  November 13, 2011, 11:42:40 pm
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Well, that Army Code gave me the idea... but yeah, better to look the main source (MM's Rox Howard clones) instead that code. Probably if I make it, it would be released along with the 2 bosses as exclusive characters for the finished fullgame
Re: Anti-Gouki Project: The Discussion Thread
#25  November 14, 2011, 01:50:03 am
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After seeing this release thread, I was thinking in a kind of bonus game for my fullgame, something like "Clone Army Bonus", where a lot of unfinished clones (just with the basics, no specials nor supers) comes to attack the clone you choosed.

For me, as I said in that thread, the real release is the Army Code, not the Sonic & Mario applies to that code, so maybe I can use it to make this kind of fullgame. What do you think?? Is this a good idea for my fullgame??
It is a great Ideal man, as a big fan of Gouki, I approve 8) go for it :D
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Last Edit: November 14, 2011, 01:58:29 am by devilgenemugen
Re: Anti-Gouki Project: The Discussion Thread
#26  November 14, 2011, 01:58:01 am
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As a character idea, maybe you should have a final boss. Give him some very powerful moves (not cheap) and a totally boss SGS.
You're cursed.
Re: Anti-Gouki Project: The Discussion Thread
#27  November 14, 2011, 01:59:24 am
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he already included the final bosses, Asura and Original Gouki
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Re: Anti-Gouki Project: The Discussion Thread
#28  November 14, 2011, 02:05:16 am
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You're cursed.
Re: Anti-Gouki Project: The Discussion Thread
#29  November 14, 2011, 11:24:48 pm
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That's true. I'll use Zero de Armentis' SF3->CVS Akuma sprites to difference him from clones, and Asura I wanted to include as a failed experiement who's out of control. Those 2 along with Army Clones Bonus only will be avaliables in my fullgame, no public release for them
Re: Anti-Gouki Project: The Discussion Thread
#30  November 15, 2011, 04:26:44 pm
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I have got suggestion for the boss stages, you can use kof99's both Krizalid stages, Krizalid-1 and Krizalid-2 stages. For the bonus game, you can assign it to krizalid-1 stage and for Asura and Original Gouki, you can use Krizalid-2 stage. Krizalid-1 and Krizalid-2 stages are there: http://cirio.piiym.net/stg_kof99.htm and it is open source ;)

I have also think about the cut screen on and off but sadly that Mugen don't support Cut Screen between matches. Asura is kept inside Krizalid-1's stage which shows a red figure clone there:

After all the bonus stage clones are defeated, Asura emerge from the red figure and player gets to fight him in Krizalid-2 stage. After defeating Asura, Asura went beserk and Original Gouki came and does a Misogi on Asura, killing him and claim that he is going to destroy all his clones and only the original Gouki himself stays.

For the ending, whatever the clone chosen to defeat the Original Gouki will now known as the real Gouki :P something like this...
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Last Edit: November 15, 2011, 04:33:52 pm by devilgenemugen
Re: Anti-Gouki Project: The Discussion Thread
#31  November 16, 2011, 07:13:38 pm
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Thanks for the idea. Indeed, I was thinking in something similar, but Original Gouki and Asura are the final boss, but it's random between those 2, there's no interaction between them, Or it's one or it's another. Also, the stages I wanted for my game has to be with permission of the authors, or open source, I don't want to use closed source stages, it's not my style :P

Also, I'm searching stuff for the screenpack, I just found some electric/computer circuits big images to use them as backgrounds for the SP, as well some fonts to make for my fullgame (as I said before, one of them is OCR-A) and manage how to use "Font Factory" (from the creators of Fighter Factory) to make them...
Re: Anti-Gouki Project: The Discussion Thread
#32  November 16, 2011, 07:22:00 pm
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Which game will Original Gouki's moves be based off of? SFA3, SF3, SF4...none? I'm asking because they all play differently.
Re: Anti-Gouki Project: The Discussion Thread
#33  November 16, 2011, 07:34:20 pm
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I'm not sure yet (probably a megamix/selection), but the only I know that Original Akuma and Asura won't be limited in special/supers arsenal, that's mean more than 4 specials per char and all supers avaliable since the beginning (no choosed "mode" for pal1-6/pal7-12)
Re: Anti-Gouki Project: The Discussion Thread
#34  November 16, 2011, 09:02:13 pm
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Well, that Army Code gave me the idea... but yeah, better to look the main source (MM's Rox Howard clones) instead that code. Probably if I make it, it would be released along with the 2 bosses as exclusive characters for the finished fullgame
CLONES? Make it so that the guys who get beat up are Ryu / Ken / Sean / Dan, all in different sprite styles >:D

Re: Anti-Gouki Project: The Discussion Thread
#35  November 16, 2011, 11:28:10 pm
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That would be awesome for normal MUGEN :XD: but for my game only need Akuma clones, since all this tournament is "developed" in a laboratory :P
Re: Anti-Gouki Project: The Discussion Thread
#36  November 18, 2011, 11:33:57 am
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Thanks for the idea. Indeed, I was thinking in something similar, but Original Gouki and Asura are the final boss, but it's random between those 2, there's no interaction between them, Or it's one or it's another. Also, the stages I wanted for my game has to be with permission of the authors, or open source, I don't want to use closed source stages, it's not my style :P
I always thought Cirio's Work are open source :???:
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Re: Anti-Gouki Project: The Discussion Thread
#37  November 20, 2011, 06:36:12 am
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Really?? I don't have idea... I think I can use the stage then :P
Re: Anti-Gouki Project: The Discussion Thread
#38  November 20, 2011, 06:43:22 am
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Cirio is open source, if you're not so sure just credit him
Re: Anti-Gouki Project: The Discussion Thread
#39  November 20, 2011, 07:05:23 am
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I credit everyone I use their creations. So yeah, I'll use that stage (and maybe others, let's see :P)
Re: Anti-Gouki Project: The Discussion Thread
#40  December 07, 2011, 08:49:41 pm
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Lately I was thinking about the fullgame... what about a beta release at the end of the month... or in january, maybe??
Re: Anti-Gouki Project: The Discussion Thread
#41  December 08, 2011, 02:43:58 am
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Christmas or New year present, looking forward to it :sugoi: any details about the beta released like which clones will be available etc
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Re: Anti-Gouki Project: The Discussion Thread
#42  December 08, 2011, 05:11:23 pm
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Well, basically for the beta will be avaliable:
-All the 15 clones, but just 4-5 of them finished (4 already released + possibly Ryuken finished), the others just got all basics (all requiered sprites/anims, punches and kicks)
-Like 10 stages
-Various of MIDI songs for the game
-MUGEN configuration set for the game (all sparks/sounds, select screen config, etc)
-Maybe lifebars, if I can make them into time (Rolento's)

As you can see just basic stuff, nothing really big. But it's a good preview to the people who follows my fullgame ;)
Re: AGP: The Discussion Thread
#43  June 26, 2012, 05:15:14 pm
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For the real Gouki, I would suggest that his portrait will be his black shadow portrait like he is in Super Street Fighter 2 Turbo with no name :ninja: it will make him look more like a boss character since you mention in your boss thread that the bosses will be unplayable and AI only.
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Re: AGP: The Discussion Thread
#44  June 26, 2012, 06:10:29 pm
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Good suggestion for the portrait, thanks ;) and yes, I was planning exactly that stuff for Real Akuma, soon you'll see in the Boss Thread :)

Also, reopening this thread (that originally was in Idea Engineering) for more suggestions for the fullgame. My big complain now is about the screenpack and the fonts :(
Re: AGP: The Discussion Thread (ideas & suggestions are welcome)
#45  July 16, 2012, 08:23:34 am
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Basara 2D said:

SPECIMEN: AGP#12
CODENAME: Metallic One
STATUS: On hold
VERSION: ???
CLONE TYPE: Machine-based powers
SPECIAL SKILL: Super Armor
VOICE: Segatron (in process)
DESCRIPTION:
A clone made with metal alloy inside his DNA that makes him capable of creating metal structures, he's the closest to a machine, a risking project that was strained in the clone mass production with a purpose. Literally a "man of steel", this clone will have powers from various machines from fighting games, androids and robots/mechas. You'll be surprised when you see the power of this clone, for sure.
MOVELIST:
Soon...
*SPECIAL SKILL: Super Armor

I would suggest some metallic hit & get hit sounds.
Super Armor, thus he should be slow. Give him some env. shake on his landing after jumps...
Dunno why, but I just had the idea of the Super Mario 64 Metall Cap Mario footstep sounds in my head (or ears  ;)). Would fit perfect IMO for ACP#12´s running footsteps...

You can hear it @ around 3:00 mins.
http://www.youtube.com/watch?v=K1A4jTldXpc
Re: AGP: The Discussion Thread (ideas & suggestions are welcome)
#46  July 17, 2012, 04:47:23 pm
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I was thinking in something like that about Metallic One for envshake and slowliness, also about his sounds, but the SM64 footsteps is something I forgot. Yeah, it's a good idea, I'll do it. Thanks ;)
Re: AGP: The Discussion Thread (ideas & suggestions are welcome)
#47  September 24, 2012, 08:54:21 pm
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Hey pal How much is the progress right now
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Re: AGP: The Discussion Thread (ideas & suggestions are welcome)
#48  September 24, 2012, 09:58:25 pm
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Well, I'm working on Electric Shotokan right now, as well seeing if I can release a alpha for the fullgame.

And I don't forget about voice petitions, I'm so bad making lines for it >_< I'm working on that, too :P
Re: AGP: The Discussion Thread (ideas & suggestions are welcome)
#49  September 25, 2012, 06:17:25 pm
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If you want help in that you can ask anyone of us (the voice-actors for your game).
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Re: AGP: The Discussion Thread (ideas & suggestions are welcome)
#50  November 02, 2012, 03:02:54 pm
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I have been thinking of two more extra clones, not sure if it fit, two more clone:

The Ogre:
This clone have all of the other clones' moves except for Asura and Normal Gouki and the only clone that have lot of moves. He has got each of all other clone moves and super, I will use your recent release clones as example for his move list:
- Kung Fu Blow: D,DB,B + punch (Move from Kung Fu Fan)
- Karate Chop: B + x  (Move from Powerless One)
- Shocking Punch: D, DF, F + punch (Move from Electric Shotokan)
- Bakuretsu Ken: rapid punch (Move from Gouki Higashi)
- Final Hit: D,DF,F + punch, during Bakuretsu Ken
- Projectile Nº4 (Shield): D, DB, B + kick (Move from The Projectile)
- Shoryuken: F, D, DF + punch (Move from RyuKen)
-Super Kung Fu Blow (original, mode 2 super): D,DB,B x2 + punch (Move from Kung Fu Fan)
-Lightning Madness (mode 1 super): D, DF, F x2 + kick (Move from Electric Shotokan)
-Bakuretsu Hurricane Tiger Heel (mode 1 super): D,DF,F,D,DB,B + punch (Move from Gouki Higashi)
-Projectile Nº8 (Super Shield, mode 2 super): D, DB, B x2 + punch (Move from The Projectile)
-Shoryureppa (super): D, DF, F x2 + punch (Move from RyuKen)
and other more from other clones  as for his special skill, maybe a Burst from Guilty Gear XX Series or Resurrection, Gill from SF3 and after he is resurrect, he can't use any super move like Gill in SF3

Make The Ogre be the mid boss before fighting against the Clone Army Bonus Stage:
Order 1 - All other clones
Order 2 - The Ogre
Order 3 - Clone Army Bonus Stage
Order 4 - Asura
Order 5 - Normal Gouki

The Goof off:
When I fight against Gonzo's Gouki, one of his mode feature a goof off mode with some Dan Hibiki's moves, not sure if you can consider him?
For move lists, maybe he have most of Dan Hibiki's Moves and his Special Skill is Infinity Taunt, like Dan Hibiki :P which helps to fill up his meter fast.

That makes 18 clones altogether now
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Re: AGP: The Discussion Thread (ideas & suggestions are welcome)
#51  November 03, 2012, 06:58:42 am
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Nice
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